MenuController.cs 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368
  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using Unity.VisualScripting;
  5. using UnityEngine;
  6. using UnityEngine.SceneManagement;
  7. using UnityEngine.UIElements;
  8. /* 本文件控制游戏右侧的菜单按键逻辑
  9. * 左侧的菜单按键逻辑
  10. */
  11. public class MenuController : MonoBehaviour
  12. {
  13. // Start is called once before the first execution of Update after the MonoBehaviour is created
  14. private VisualElement mainMenu, dogIcon, dogList, quit;
  15. private List<VisualElement> subMenu = new();
  16. //private bool isSubMenuShow = false;
  17. private GameObject uiPlaceholder; // Manu会控制其他子菜单显示和隐藏,因此所有子菜单都必须挂载在UI Placeholder下
  18. private GameObject vamUI; // vamUI = Voice and Manu UI;
  19. private GameObject shoppingUI, statusUI, warehouseUI, userInfoUI; // 对应点击菜单后展开的几个子菜单
  20. private List<Label> dogNames = new();
  21. private static bool isMenuShowed = false; // 右侧子菜单是否展开
  22. private static DateTime menuShowTime; // 菜单展开时间
  23. private float longPressTime = 1.0f; // 长按时间阈值
  24. private float dogNamePressStartTime;
  25. void OnEnable()
  26. {
  27. // 找到需要控制的其他子菜单
  28. uiPlaceholder = GameObject.Find("UI Placeholder");
  29. vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
  30. shoppingUI = uiPlaceholder.transform.Find("ShoppingUI").gameObject;
  31. statusUI = uiPlaceholder.transform.Find("Status").gameObject;
  32. warehouseUI = uiPlaceholder.transform.Find("Warehouse").gameObject;
  33. userInfoUI = uiPlaceholder.transform.Find("User Info").gameObject;
  34. // 找到当前菜单下的项目
  35. var root = GetComponent<UIDocument>().rootVisualElement;
  36. var menuArea = root.Q<VisualElement>("menuArea");
  37. mainMenu = menuArea.Q<VisualElement>("mainMenu");
  38. var home = menuArea.Q<VisualElement>("home"); // 修改用户信息
  39. subMenu.Add(home);
  40. //var playground = menuArea.Q<VisualElement>("playground"); // 废弃
  41. //subMenu.Add(playground);
  42. var shop = menuArea.Q<VisualElement>("shop"); // 商店
  43. subMenu.Add(shop);
  44. var warehouse = menuArea.Q<VisualElement>("warehouse"); // 使用道具
  45. subMenu.Add(warehouse);
  46. var status = menuArea.Q<VisualElement>("status"); // 宠物状态
  47. subMenu.Add(status);
  48. var walkdogsBtn = menuArea.Q<VisualElement>("walkdogs"); // AR摄像头
  49. subMenu.Add(walkdogsBtn);
  50. mainMenu.RegisterCallback<ClickEvent>(e => MainMenuClick(e));
  51. // root加载完成后,所有element算出位置后再进行计算
  52. root.RegisterCallback<GeometryChangedEvent>(e => OnMainMenuClickGeometryChanged(e));
  53. // 绑定按键点击事件
  54. //playground.RegisterCallback<ClickEvent>(e => PlayGroundClick(e));
  55. shop.RegisterCallback<ClickEvent>(e => ShopClick(e));
  56. warehouse.RegisterCallback<ClickEvent>(e => WarehouseClick(e));
  57. status.RegisterCallback<ClickEvent>(e => StatusClick(e));
  58. walkdogsBtn.RegisterCallback<ClickEvent>(e => WalkdogsClick(e));
  59. home.RegisterCallback<ClickEvent>(e => HomeClick(e));
  60. //var root = GetComponent<UIDocument>().rootVisualElement;
  61. dogIcon = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogIcon");
  62. dogList = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogList");
  63. quit = root.Q<VisualElement>("quit");
  64. quit.RegisterCallback<ClickEvent>(e => QuitClick()); // 退出游戏按钮
  65. DogNameInit(); // 初始化狗的名字,这里当菜单重新激活后再次加载
  66. dogIcon.RegisterCallback<ClickEvent>(e => DogIconClick(e));
  67. // 如果狗的数量小于2只,隐藏狗的图标
  68. //if (UserProperty.dogs.Count == 1)
  69. //{
  70. // dogIcon.visible = false;
  71. //}
  72. if (UserProperty.isRegUser == false)
  73. {
  74. // home.style.display = DisplayStyle.None;
  75. subMenu.Remove(home);
  76. }
  77. // 目前开发暂时隐藏camera按钮
  78. // cameraBtn.style.display = DisplayStyle.None;
  79. //subMenu.Remove(cameraBtn);
  80. }
  81. private void Start()
  82. {
  83. // DogNameInit(); // 初始化狗的名字,首次加载
  84. }
  85. private void OnDisable()
  86. {
  87. subMenu.Clear(); // 因为启动时候调用OnEable数据会被重复加载
  88. }
  89. // Update is called once per frame
  90. void FixedUpdate()
  91. {
  92. CollapseMenuCheck(); // 定时收起菜单
  93. DogNameDisplayEffect(); // 放大缩小选中狗的名字
  94. }
  95. #region 右侧按键控制
  96. Vector2 CalcPosition(Vector2 curPosition, float angle, float distance)
  97. {
  98. float radians = angle * Mathf.Deg2Rad;
  99. float x = curPosition.x + distance * Mathf.Cos(radians);
  100. float y = curPosition.y - distance * Mathf.Sin(radians);
  101. Vector2 newPosition = new Vector2(x, y);
  102. return new Vector2(x, y);
  103. }
  104. // 初始化所有按键的位置
  105. void InitialSubMenu()
  106. {
  107. foreach (var subMenu in subMenu)
  108. {
  109. subMenu.style.left = mainMenu.resolvedStyle.left;
  110. subMenu.style.top = mainMenu.resolvedStyle.top;
  111. subMenu.visible = false;
  112. }
  113. }
  114. // 点击主按键后所有子按键展开并显示
  115. void MainMenuClick(ClickEvent evt)
  116. {
  117. if (isMenuShowed)
  118. {
  119. MenuReset();
  120. return;
  121. }
  122. // curAngle 初始角度,angleDelta 2个子菜单之间角度,distance 弹出距离,showTimer 显示时间
  123. float curAngle = 100f;
  124. // float angleDelta = 40f;
  125. float angleDelta = 200 / subMenu.Count;
  126. float distance = 70f;
  127. //float showTimer = 3.0f;
  128. foreach (var menu in subMenu)
  129. {
  130. menu.visible = true;
  131. var newPosition = CalcPosition(mainMenu.layout.position, curAngle, distance);
  132. menu.style.left = newPosition.x;
  133. menu.style.top = newPosition.y;
  134. curAngle += angleDelta;
  135. }
  136. mainMenu.transform.scale = new Vector2(0.8f, 0.8f);
  137. isMenuShowed = true;
  138. menuShowTime = DateTime.Now;
  139. }
  140. // 初始化后屏幕尺寸变化时候调用。在此处应用于第一次屏幕初始化完成。
  141. void OnMainMenuClickGeometryChanged(GeometryChangedEvent evt)
  142. {
  143. InitialSubMenu();
  144. }
  145. void MenuReset()
  146. {
  147. //yield return new WaitForSeconds(3.0f);
  148. mainMenu.transform.scale = new Vector2(1.0f, 1.0f);
  149. isMenuShowed = false;
  150. InitialSubMenu();
  151. }
  152. void PlayGroundClick(ClickEvent evt)
  153. {
  154. SceneManager.LoadScene("Playground", LoadSceneMode.Single);
  155. }
  156. void ShopClick(ClickEvent evt)
  157. {
  158. vamUI.SetActive(false);
  159. shoppingUI.SetActive(true);
  160. }
  161. void WarehouseClick(ClickEvent evt)
  162. {
  163. vamUI.SetActive(false);
  164. warehouseUI.SetActive(true);
  165. }
  166. void StatusClick(ClickEvent evt)
  167. {
  168. vamUI.SetActive(false);
  169. statusUI.SetActive(true);
  170. }
  171. void HomeClick(ClickEvent evt)
  172. {
  173. vamUI.SetActive(false);
  174. userInfoUI.SetActive(true);
  175. }
  176. void WalkdogsClick(ClickEvent evt)
  177. {
  178. MaskTransitions.TransitionManager.Instance.LoadLevel("WalkDogs");
  179. // SceneManager.LoadScene("WalkDogs", LoadSceneMode.Single);
  180. }
  181. // 菜单打开后收回菜单
  182. void CollapseMenuCheck()
  183. {
  184. if (isMenuShowed)
  185. {
  186. // 计算两个时间点之间的差值
  187. TimeSpan difference = DateTime.Now - menuShowTime;
  188. // 检查差值是否超过3秒
  189. if (difference.TotalSeconds > 3)
  190. {
  191. MenuReset();
  192. }
  193. }
  194. }
  195. #endregion
  196. private void QuitClick()
  197. {
  198. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "quit_game", EnviromentSetting.languageCode });
  199. MessageBoxController.YorN_Message(msg, () => Application.Quit());
  200. }
  201. #region 左侧菜单控制
  202. void DogIconClick(ClickEvent e)
  203. {
  204. Debug.Log("DogIconClick");
  205. if (dogList.visible == false)
  206. {
  207. dogList.visible = true;
  208. }
  209. else
  210. {
  211. dogList.visible = false;
  212. }
  213. }
  214. // 点击狗的名字时候处理
  215. void DogNamePointDown(PointerDownEvent e, int index)
  216. {
  217. dogNamePressStartTime = Time.unscaledTime; // 记录按下时间
  218. }
  219. void DogNamePressUP(PointerUpEvent e, int index)
  220. {
  221. GameData.focusDog = index;
  222. //Debug.Log("e delta time=" + e.);
  223. float deltaTime = Time.unscaledTime - dogNamePressStartTime;
  224. Debug.Log("delta time is:" + deltaTime.ToString());
  225. if (deltaTime < longPressTime)
  226. {
  227. // 短按效果,切换狗的名字
  228. if (GameData.homeCamFocusDog == index)
  229. {
  230. // 重复点击狗的名字,恢复广角,所有狗的名字显示一样大小
  231. HomeController.dogCam.Priority = 1;
  232. HomeController.playerCam.Priority = 10;
  233. GameData.homeCamFocusDog = 100; // 100表示不聚焦
  234. //dogNames[index].transform.scale = new Vector2(1f, 1f);
  235. }
  236. else
  237. {
  238. GameData.homeCamFocusDog = index;
  239. //dogNames[index].transform.scale = new Vector2(1.2f, 1.2f);
  240. HomeController.dogCam.m_LookAt = HomeController.dogsInScene[index].gameObject.transform;
  241. HomeController.dogCam.Priority = 10;
  242. HomeController.playerCam.Priority = 1;
  243. HomeController.lastCameraChange = DateTime.Now;
  244. }
  245. }
  246. else
  247. {
  248. // 长按效果,进入互动模式
  249. HomeController.Instance.SetSceneMode(SceneMode.INACTIVE);
  250. HomeController.Instance.VoiceButtonOnlySwitch(true);
  251. string focusDogId = UserProperty.GetDogIdByIndex(index);
  252. foreach (var dog in HomeController.dogsInScene)
  253. {
  254. if (dog.dogProperty.d_id == focusDogId)
  255. {
  256. // if (GameTool.Random100Check(dog.dogProperty.voiceCall))
  257. // {
  258. // dog.SetupInteract();
  259. HomeController.Instance.SetInteractDog(dog.gameObject);
  260. // focusdog 开启互动模式
  261. // HomeController.dogsInScene[GameData.focusDog].dogState = DogState.INTERACT;
  262. HomeController.dogsInScene[GameData.focusDog].SetupInteract();
  263. // 其他狗进入隐藏模式
  264. //foreach (var otherDog in HomeController.dogsInScene)
  265. //{
  266. // if (otherDog.dogProperty.d_id != focusDogId)
  267. // {
  268. // otherDog.gameObject.SetActive(false);
  269. // }
  270. //}
  271. }
  272. }
  273. HomeSoundEffectController.Instance.PlaySoundEffect(5);
  274. }
  275. if (dogList.visible == true) { dogList.visible = false; }
  276. }
  277. // 初始化狗的名字
  278. void DogNameInit()
  279. {
  280. dogNames.Clear(); // 清空Label列表
  281. foreach (Label child in dogList.Children()) // 寻找Label元素加入列表
  282. {
  283. dogNames.Add(child);
  284. }
  285. // 注入狗的名字,最多注入3只狗
  286. for (int i = 0; i < Math.Min(UserProperty.dogs.Count, 3); i++)
  287. {
  288. int index = i;
  289. dogNames[i].style.display = DisplayStyle.Flex;
  290. dogNames[i].text = UserProperty.dogs[i].dog_name;
  291. dogNames[i].RegisterCallback<PointerUpEvent>(e => DogNamePressUP(e, index));
  292. dogNames[i].RegisterCallback<PointerDownEvent>(e => DogNamePointDown(e, index));
  293. }
  294. }
  295. // 根据摄像机聚焦和FocusDog调整显示效果
  296. void DogNameDisplayEffect()
  297. {
  298. for (int i = 0; i < UserProperty.dogs.Count; i++)
  299. {
  300. if (i == GameData.homeCamFocusDog)
  301. {
  302. dogNames[i].transform.scale = new Vector2(1.2f, 1.2f);
  303. }
  304. else
  305. {
  306. dogNames[i].transform.scale = new Vector2(1f, 1f);
  307. }
  308. if (i == GameData.focusDog)
  309. {
  310. dogNames[i].style.backgroundColor = new Color(180, 250, 120, 180);
  311. }
  312. else
  313. {
  314. dogNames[i].style.backgroundColor = new Color(255, 255, 255, 0);
  315. }
  316. }
  317. }
  318. #endregion
  319. }
  320. public static class MenuData
  321. {
  322. public static bool isMenuShowed = false;
  323. public static DateTime menuShowTime;
  324. }